Cairn Tools
Cairn Tools
Cairn Tools
Choose A Theme
Pick a theme for the area. A specific mythology you find inspiring, something from
history, etc.
Name (should reflect or theme). There are some great names here.
Come up with an adventure premise (for example, an amazing location with a treasure to
hunt).
Decide on a ruling faction, with traits & motive.
Add some kind of counter balance (another faction, some kind of nefarious enemy, etc).
Keep these concepts in mind at all times: Dangers, Stakes, Motives, Urgency. The more
you can weave in, the better.
Spark Tables
Spark Tables are very handy tools for quickly creating a setting. They are typically made of 40
words divided into two columns. For an example Spark Table see here. With some light editing,
it can result in phrases like:
Digesting Claws
White Eyes
Distorted Tongues
Predatory Awakening
Grimalkin Fungi
Nourishing Deep
Paranoia Underbrush
Mouth-less Cemetery
Withering Hue
Subterranean Ripple
Transmutation Sparrows
Moonlight Trees
Mildew Gloom
Smoldering Shade
Alternatively, take a look at TerriblyBeautiful by Colin Kloeker. Basically, you join the Discord
server (see Patreon link - it’s free) and then run commands in the “bibliomancers-workshop”
channel (see pinned).
Draw A Map
If you can draw, great! Otherwise, find a map-making tool that works for you. Examples
are draw.io, Hex Kit, Owlbear Rodeo, Wonderdraft, etc.
Draw at least four lines of any shape, each from a different color. Each line should cross
another at least once. These lines represent roads or paths.
Generate at least 3 Points of Interest: take in consideration the theme(s) and factions. Put
these wherever the lines cross.
Generate regional/hex features for each POI using tables and placing results in those
POIs where it makes most sense.
Place additional (especially hidden) dangers, encounters or NPC’s in some of the POI.
Add some travel/route complications, taking in consideration any POIs along the way.
Create Encounters
Encounter table (either 1d6 or 2d6), with at least one result tied to the party or its
members.
Details on any treasure or relics (Who wants it? Where is it now? Why wasn’t it
ransacked before?). Include maps.
Describe rooms for a dungeon (one sentence describing obstacles, hazards, creatures or
minor treasure).
You do not need to do this for ever single POI, only those that interest you.
Create Treasure:
Look on the map and think of who would want treasure, and what kind.
Look on the map and think of where that treasure could be now.
Add 2-3 steps leading up to the location of the treasure, but don’t be too obvious.
Add some sort of “dungeon” in the place where the treasure resides.
Stock “rooms” of a dungeon (additional treasure goes here)
Maze Rats has incredible treasure and “loot the body” tables. You can find an automated
version in the Adventuresmith app.
Converting Monsters
There is no perfect system for converting from other systems.
Below are some tips that might help with the process!
The Basics
Review the instructions in the SRD. A couple of things to keep in mind:
OSE (or B/X) has really great stat blocks that can be easily truncated for quick
conversion. See this page and this PDF for more.
Dungeon World has some great monster “moves” that translate to Critical Damage quite
nicely, so looking for an equivalent creature in that system can really help! See this
example here.
Sometimes a direct stat to stat translation isn’t an option. That’s OK! There is a way!
ML 4 8 10 12
WIL 6 12 15 18
Combat
Attack damage is pretty straightforward coming from games like OSE (or B / X); you
can usually just copy them as-is. Double-check with the weapons table if unsure.
Multiple attacks (e.g. 2 x claw, 1 x sting) typically convert to Blast and/or the “two
weapons” rule (e.g. d6+d6 is roll 2d6, keep highest).
When in doubt, think about how much serious damage the creature is supposed to do.
Remember that instead of raising attack damage a step, think about making
it enhanced in certain situations or use the Blast and “two weapons” rule.
Magic
Magical creatures can just “know” a bunch of spells. In this case, make their corpses
magical (and dangerous)!
Spells are tricky; you can give magic-users Spellbooks but remember, they
might drop them when defeated.
I like to make 1d4 dropped Spellbooks implode (Die of Fate), just to mix it up!
Saving Throws
You can rely on saving throws to glean more information about a creature’s abilities,
specifically their ability to avoid death by physical trauma, magic, or poison. See
the OSE SRD for more details.
Occasionally stat blocks will use a shorthand like (E1) or (F1) (Level
1 Elf or Fighter respectively). These are really helpful for quickly identifying at the
creature’s abilities.
Consider adding descriptive tags such as “immune to toxic gas” or “good at dodging
bullets” based on the saving throws.
The following table should help determine which saving throws should result in an increase in
one of the relevant ability scores.
FOXWOMAN
Can take the form of a fox, a woman, or a 7’ tall fox-headed.
HD 5, Speed 120’, Armor 14, Morale 11, Attack: +4 d8hp (claw, bite or choke)
Appears as a 7-foot tall with a human woman with the head of a fox.
Looking at the stats, it seems like she doesn’t have too high HP, and she’s quite fast.
Her ML is pretty high. She’s obviously quite willful.
Agile and lithe.
Attacks with deadly teeth and claws (choking her prey if possible).
Transforms into a fox at will.
Immune to metal weapons.
We know what she looks like, and that she can transform into a fox at will.
She cannot be harmed by metal; I’m taking this to mean she’s immune to metal weapons.
She chokes her victims.
Appears as a 7-foot tall with a human woman with the head of a fox.
Transforms into a fox at will.
Immune to attacks from metal weapons.
Critical damage: victim is choked unconscious, to be fed on soon after.
FOXWOMAN
8 HP, 12 STR, 14 DEX, 15 WIL, teeth (d6), claws (d8+d8)
Appears as a 7-foot tall with a human woman with the head of a fox.
Transforms into a fox at will.
Immune to attacks from metal weapons.
Critical damage: victim is choked unconscious, to be fed on soon after.